Search found 292 matches

by welk
Mon Jun 16, 2025 7:26 pm
Forum: MILITARY HISTORY™ Commander - Europe at War : General Discussion
Topic: Modding again Commander Europe at war (New version - Furysoftwar)
Replies: 0
Views: 1570

Modding again Commander Europe at war (New version - Furysoftwar)

In prevision of new version of the game, made by Hubert Cater (Furysoftwar), I plane to return in modding work with this game In 2011, I had made a quick visual card to help modding, but I did not keep it : would be great to get it again if someone would have downloaded it https://www.slitherine.com...
by welk
Mon Jun 16, 2025 7:08 pm
Forum: Commander - Europe at War : Modders Corner
Topic: New visual quick card for CEAW modding
Replies: 1
Views: 2436

Re: New visual quick card for CEAW modding

If someone would have downloaded my visual quick card for modding in 2011 : would be great to get it again, because I did not keep it In prevision of the new version of Commander Europe at war, I plane to return in modding work for this game https://forums.matrixgames.com/viewtopic.php?t=410472&...
by welk
Sun Apr 03, 2022 8:29 pm
Forum: Close Combat Series
Topic: Project of pack to collect maps, scenarios & mod for CCMT
Replies: 1
Views: 2390

Project of pack to collect maps, scenarios & mod for CCMT

Hi gentlemen, I recently bought CCMT Close combat modern tactics, and this old game is a very good CC opus. But I noticed that old mods, maps and scenarios download links on forums (CC series, Matrix forum, etc) were broken I plane to create a “public pack” for CCMT community players, that would con...
by welk
Mon Oct 30, 2017 8:28 am
Forum: Field of Glory II: Modding
Topic: Modding guide
Replies: 25
Views: 15075

Re: Modding guide

One consolation is that despite I can not follow my modding obsession with FOG2, I can follow my FOG2 obsession playing with :mrgreen:
by welk
Sun Oct 29, 2017 7:28 pm
Forum: Field of Glory II: Modding
Topic: Modding guide
Replies: 25
Views: 15075

Re: Modding guide

And the problem is that I can not stop my desire to mod this game ! :mrgreen:

Actually, after deciding to not mod more this game, I am searching how to mod the collective move limit. Modding obsession is modding obsessions... :roll:
by welk
Sun Oct 29, 2017 6:40 pm
Forum: Field of Glory II: Modding
Topic: Modding guide
Replies: 25
Views: 15075

Re: Modding guide

And in addition, the study of your function cause me some trouble (sorry for poor english: its diffcult to explain in other langage than native, and in a technical subject where I have no any knowledges) Supposing I would have wanted to do the same you did : how could I know what is int ret; , and w...
by welk
Sun Oct 29, 2017 6:27 pm
Forum: Field of Glory II: Modding
Topic: Modding guide
Replies: 25
Views: 15075

Re: Modding guide

But the pb is : when I have created my unique scenario Raphia, this operation did not create a Raphia.bsf file, just a Raphia.BAM Have I to create this file myself manually ? In the main directory of the game build is a file call SCENARIOTEMPLATE.BSF. Copy that to the /SCENARIOS subfolder of your c...
by welk
Sun Oct 29, 2017 5:48 pm
Forum: Field of Glory II: Modding
Topic: Suggestion to all modders
Replies: 2
Views: 1378

Re: Suggestion to all modders

Slitherin players have always good ideas :mrgreen: In addition, I précise that I continue to update the modding guide in this thread http://www.slitherine.com/forum/viewtopic.php?f=492&t=80109&p=684745#p684745 each time I see something usefull in the modding forum, I update the thread And e...
by welk
Sun Oct 29, 2017 5:38 pm
Forum: Field of Glory II: Modding
Topic: Modding guide
Replies: 25
Views: 15075

Re: Modding guide

ok, thanks a lot for infos :)
by welk
Sun Oct 29, 2017 5:33 pm
Forum: Field of Glory II: Modding
Topic: Suggestion to all modders
Replies: 2
Views: 1378

Suggestion to all modders

I do a suggestion to allow us to benefit of the common work : when you will modifie the file scripts, you will integrate them in your mods and upload. OK. But a good thing would be to do that : in the thread where you upload your mod, could you please publish in addition a little "technical not...
by welk
Sun Oct 29, 2017 4:49 pm
Forum: Field of Glory II: Modding
Topic: Modding attempt to penalize cavalry vs elephants
Replies: 4
Views: 1505

Re: Modding attempt to penalize cavalry vs elephants

Ok, thanks. Hope you will have time to do later

Juste 2 questions :
I encouter very ofty "me" or (me) in the scripts. And also POA.

What means these, please ?
by welk
Sun Oct 29, 2017 9:25 am
Forum: Field of Glory II: Modding
Topic: Modding attempt to penalize cavalry vs elephants
Replies: 4
Views: 1505

Modding attempt to penalize cavalry vs elephants

I have began to explore scripts, and to see how to work As exercice, I tried to set a heavy handicap for Cavalry when cavalry atacks elephants : I want to have a percent=0 in any case (horses are afreid by elephants = so, they can't attack them) My "exercise" is that : I have included blue...
by welk
Sat Oct 28, 2017 8:48 pm
Forum: Field of Glory II: Modding
Topic: Modding guide
Replies: 25
Views: 15075

Re: Modding guide

I saw something concerning Generals radius in GeneralTools.BSF (Data/scripts) but I had no time to explore the script in details, I will do in the future : perhaps you may find here what you search What I saw is that : (line 108 with notepad++) // Returns general's command range - me is general's un...
by welk
Sat Oct 28, 2017 8:33 pm
Forum: Field of Glory II: Modding
Topic: Modified zoom functions
Replies: 0
Views: 1190

Modified zoom functions

In vanilla game, you may use key M to see "vertical view, but this view has a poor far zoom limit. You may use the X key to have a very far zoom view, but in this case, you lost the rotation of camera This mod allows you to have the both : vertical view and/or very far zoom, without lost the ro...
by welk
Sat Oct 28, 2017 6:11 pm
Forum: Field of Glory II
Topic: Unit Modding Suggestions:
Replies: 6
Views: 1578

Re: Unit Modding Suggestions:

lapdog666 wrote: i ll try to do it, but it seems people already know what they need to do
Yes, good that some modders know (Ancient times specialists). But it's better if all modders have informations (all modders are not Ancient times specialists) :)
by welk
Sat Oct 28, 2017 5:48 pm
Forum: Field of Glory II: Modding
Topic: Speedy mod (to accelerate moves effects animation units)
Replies: 5
Views: 2644

Re: Speedy mod (to accelerate moves effects animation units)

Note that this will break MP games I would imagine. A safer alternative might be to alter the UnitSpeedHack value in OPTIONS.TXT. Valid values are [0,10] with zero being off. Cheers Pip I explored OPTIONS.BSF and options.txt in Core/UI but founded no any mention of a UnitSpeedHack value Founded (wi...
by welk
Sat Oct 28, 2017 11:12 am
Forum: Field of Glory II: Modding
Topic: More range shooting for Cretan archers (Mod)
Replies: 1
Views: 1500

Re: More range shooting for Cretan archers (Mod)

Technical precisions : Just for information other moddeurs - Not needed to read this for using the mod The attached CombatTools.BSF replaces or completes some line of vanilla CombatTools.BSF file => these line are : ------------------------------------------------------- This modification to allows ...
by welk
Sat Oct 28, 2017 11:10 am
Forum: Field of Glory II: Modding
Topic: More range shooting for Cretan archers (Mod)
Replies: 1
Views: 1500

More range shooting for Cretan archers (Mod)

This little mod gives +1 range to Cretan archers and improves their global efficacity (100% -> 125%) INSTALL : 1°/ After saving original, copy the attached CombatTools.BSF file in Data/Scripts 2°/ Open your Squads excel file (Data directory) : in intersection of line "Cretan Archers" ans r...

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